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I want to start, for clarity, by saying I <em>really like<\/em> this game. I really enjoyed playing it. I liked the tone of this game, which rests somewhere between Thief 1 and 2. I liked the ideas to mix up the formula that went into this game.<\/p>\n<p>So with that all abundantly clear, let me also say that Thief: Deadly Shadows is <em>such a piece of shit<\/em>. It's a <em>huge piece of shit<\/em>! Not as a game, though this <em>does<\/em> affect the game, but <em>as a collection of code<\/em> -- as an object you possess on your computer machine. Thief: Deadly Shadows is shit, and thanks to a loving community of modders, you can install the extremely important <a href=\"https:\/\/www.moddb.com\/mods\/thief-3-sneaky-upgrade\">Sneaky Upgrade<\/a> and have <em>shined shit<\/em>.<\/p>\n<div markdown=\"1\" class=\"rightbox \">\n<p><a rel=\"lightbox\" href=\"\/user\/pages\/01.writing\/thief-deadly-shadows\/ss1.jpg\"><img alt=\"\" src=\"\/user\/pages\/01.writing\/thief-deadly-shadows\/ss1.jpg\"><\/a>\n<a rel=\"lightbox\" href=\"\/user\/pages\/01.writing\/thief-deadly-shadows\/ss2.jpg\"><img alt=\"\" src=\"\/user\/pages\/01.writing\/thief-deadly-shadows\/ss2.jpg\"><\/a>\n<a rel=\"lightbox\" href=\"\/user\/pages\/01.writing\/thief-deadly-shadows\/ss3.jpg\"><img alt=\"\" src=\"\/user\/pages\/01.writing\/thief-deadly-shadows\/ss3.jpg\"><\/a><\/p>\n<\/div>\n<p>Running Thief 3 <em>fucking sucks<\/em>. Visual options won't kick in til you restart the game. That's okay, because everything will restart the game. Load a save? Restart the game. Move to a new mission? Restart the game. Move within some areas of a mission? <em>also<\/em> restart the game. Nothing feels cheaper than getting flashbanged by your desktop between areas. Somehow, mantling is <em>worse<\/em> than the previous two games. Not only is it less reliable, but 20% of the time you get stuck in a strange floating state, skating across the ground, unable to jump until you do something to snap out of it. Fortunately, while the Sneaky Upgrade can't <em>fix<\/em> this but it can give you a hot-key combo to at least break out of it. There are like three difference Thief executables to launch the game and only one of them allows alt-tabbing. The game is based around a third person view and animations, even though people almost universally play in first person. This leads to weird first person artifacts, as the camera is directly tied to Garrett's head. In a weird way I <em>do<\/em> like how immersive this feels -- I like being able to see your body in first person -- but like everything there is a level of <em>jank<\/em> that kinda runs it. Stuff like sliding off of banisters and railings because of your leg animations just feel <em>awful<\/em>.<\/p>\n<p>... Also the game crashes all the time. Pick up and item? Crash. Walk down a alleyway? Crash. Saving just in case the game crashes? Believe it or not, <span markdown=\"1\" onclick=\"document.getElementById('f9c145b7cc7179c6baddc126cbf812ba').togglePopover()\" popovertarget=\"f9c145b7cc7179c6baddc126cbf812ba\" class=\"tooltip\" title=\"Also this corrupts your save, so make sure to just make new saves\"><em>also crash<\/em><span markdown=\"1\" id=\"f9c145b7cc7179c6baddc126cbf812ba\" class=\"tiptext\" popover=\"auto\"><em>(Also this corrupts your save, so make sure to just make new saves)<\/em><\/span><\/span>!<\/p>\n<p>Made in the cursed, broken, and partially unfinished <em>Flesh Engine<\/em> (an offshoot of Unreal Engine 2), both Thief 3 and <strong>Deus Ex: Invisible War<\/strong> were cursed to try and squeeze themselves onto the XBox, a console with exactly zero lasting legacy and cultural importance beyond <strong>Halo<\/strong>. The original XBox is basically the <strong>Street Fighter 1<\/strong> of consoles. <em>\"Oh the original xbox? Yeah I loved my 360!\"<\/em>...<\/p>","tags":["Game Log","Games"],"image":"\/user\/pages\/01.writing\/thief-deadly-shadows\/header.jpg"},{"title":"Game Journal: Thief 2X and The Black Parade","date_published":"2026-04-06T00:00:00+00:00","id":"https:\/\/kayin.moe\/thief-2x-tbp","url":"https:\/\/kayin.moe\/thief-2x-tbp","content_html":"<p>I was ready to be done, or maybe jump to the divisive <strong>Thief 3<\/strong>, but the more I played, the more people tried to tempt me to try stuff in the <strong>FM<\/strong> or 'Fan mission' community. Thief has a series falls in the same place as <strong>Doom<\/strong>, with a little bit of <em>Bethesda Game<\/em> energy. These are games that are kept alive by their communities. The history of these games is inseparable from the history of the people who keep them alive, not only with new content, but even <em>working at all<\/em>. Like Doom, the Thief fandom has made an artform out of mission making. Their techniques, still with the same tools used by <em>Looking Glass Studio<\/em>, surpasses their work at every turn. This is almost be expected for any game that develops a mapping scene. A developer's time with its own engine is limited, both in time and scope. They need to move on to newer things, in newer engines. Meanwhile fans, be it old games, or old hardware, can ask the question of \"but what <em>is<\/em> actually possible?\". What <em>if<\/em> you made an <a href=\"https:\/\/www.youtube.com\/watch?v=lXxmIw9axWw\">open world n64 game<\/a>? What if you just... <em>kept<\/em> making Doom levels for 30 years?<\/p>\n<p>I played two of the most well popular and historically important Fan Mission packs -- complete games in their own right, with their own menus, cutscenes, voice acting and music. The first was the 2023 Thief 1 opus, <strong>The Black Parade<\/strong>, while the second was one of the biggest fan projects of the early 2000s, <strong>Thief 2X<\/strong><\/p>\n<h1 id=\"thief-the-black-parade\">Thief: The Black Parade<a href=\"#thief-the-black-parade\" class=\"toc-anchor after\" data-anchor-icon=\"#\" aria-label=\"Anchor\"><\/a><\/h1>\n<div markdown=\"1\" class=\"fullbox \">\n<div style=\"text-align: center;\"><\/div>\n<p><a rel=\"lightbox\" href=\"\/user\/pages\/01.writing\/thief-2x-tbp\/tbp1.jpg\"><img alt=\"\" src=\"\/user\/pages\/01.writing\/thief-2x-tbp\/tbp1.jpg\"><\/a><\/p>\n<p><a rel=\"lightbox\" href=\"\/user\/pages\/01.writing\/thief-2x-tbp\/tbp3.jpg\"><img alt=\"\" src=\"\/user\/pages\/01.writing\/thief-2x-tbp\/tbp3.jpg\"><\/a><\/p>\n<p><a rel=\"lightbox\" href=\"\/user\/pages\/01.writing\/thief-2x-tbp\/tbp2.jpg\"><img alt=\"\" src=\"\/user\/pages\/01.writing\/thief-2x-tbp\/tbp2.jpg\"><\/a><\/p>\n<\/div>\n<p><a href=\"https:\/\/www.moddb.com\/mods\/thief-the-black-parade\">The Black Parade<\/a> is a love letter to <strong>Thief Gold<\/strong>, so much so to the point that it is one of the few large campaigns made for it, rather than Thief 2. The Black Parade is about loving the past, loving the parts of Thief that got left behind in Thief 2. Made over 7 years, and representing 25 years of community experience, The Black Parade feels like what the future would look like without things like GPU generations. The level of craft is incredible. Taking influence from <em>Life of the Party<\/em> (and more so, probably hundreds of FMs that already evolved that idea further), the Black Parade presents missions that are sprawling, complex, but <em>parsable<\/em>. The city is realized in a way only the cutscenes of Thief Gold could truly realize, and every mission you have to wander parts of it to find your target. You burgle houses and shops along the way, picking up stray cash as you case your target and look for the best entrance. Old aesthetics, mixed with very modern design sensibilities. Not modern to the level of <em>over-polish<\/em>, the surge of modern gaming. TBP is modern in the sense that he comes with <em>all<\/em> the lessons gaming has taught us, applying them not to bring Thief into the future, but to improve <em>The Old Ways<\/em>.<\/p>\n<p>Appropriately, our protagonist Hume is an old, dogged...<\/p>","tags":["Game Log","Games"],"image":"\/user\/pages\/01.writing\/thief-2x-tbp\/2xspoiler.png"},{"title":"Thief Embraces the Unreality of Stealth","date_published":"2026-03-24T00:00:00+00:00","id":"https:\/\/kayin.moe\/thief","url":"https:\/\/kayin.moe\/thief","content_html":"<p>At the end of my <a href=\"\/goldeneye-perfect-dark#some-final-thoughts\"><strong>Perfect Dark<\/strong> revisit<\/a>, I mused about the difference between US\/European and Japanese game design in regards to <em>realism<\/em> in the 80s and 90s. To summarize, the trend I noticed is that Western games often tried to <em>simulate reality<\/em>. Fall damage, ledge grabbing, a particular fondness for momentum, and the much hated <em>limited ammo<\/em>. Strategy games tend to be military tactics simulators. You see the stealth game born in the wonderfully archaic <strong>Castle Wolfenstein<\/strong> for the Apple II. It's sequel, <strong>Beyond Castle Wolfenstein<\/strong>, took a strange, unforgiving stealth rogue-like and added even more layers of spy-craft, like ID checks and bribery. These <em>simulated<\/em> reality, but didn't behave cohesively to advance the game design. Instead, they were fluff that interfered with the actual core game.<\/p>\n<p>Meanwhile Japanese games <span markdown=\"1\" onclick=\"document.getElementById('e8f85f7a0952cfa737a9df1400eb2ab2').togglePopover()\" popovertarget=\"e8f85f7a0952cfa737a9df1400eb2ab2\" class=\"tooltip\" title=\"I have this whole thought in my head right now about how US Arcade game design was almost entirely separate from console and PC game design and how early PC game design is either 14 year olds OR really old Table Top RPG guys, but I haven't done the research yet to put this into a coherent thesis\">(and maybe US arcade games)<span markdown=\"1\" id=\"e8f85f7a0952cfa737a9df1400eb2ab2\" class=\"tiptext\" popover=\"auto\"><em>(I have this whole thought in my head right now about how US Arcade game design was almost entirely separate from console and PC game design and how early PC game design is either 14 year olds OR really old Table Top RPG guys, but I haven't done the research yet to put this into a coherent thesis)<\/em><\/span><\/span> tended early on to abstract. How do we gamify reality? Ridiculous platformer physics and actiony shmups with crisp control. Many of their strategy games are less simulationist and more outright gamey and arcadey. These two different bubbles put focus on very different aspects of game design, and evolve in two different directions. They both learn from and are in constant communication with each other, but there was still a very distinct separation in philosophy. Relevant here in particular <strong>Metal Gear<\/strong>, which in <em>1987<\/em>, understood what it meant to gamify stealth in a way most western devs <span markdown=\"1\" onclick=\"document.getElementById('9e2756cf0bcb17d224f2721950b05786').togglePopover()\" popovertarget=\"9e2756cf0bcb17d224f2721950b05786\" class=\"tooltip\" title=\"Twin Snakes is SO SO funny for this very reason\">failed to understand<span markdown=\"1\" id=\"9e2756cf0bcb17d224f2721950b05786\" class=\"tiptext\" popover=\"auto\"><em>(Twin Snakes is SO SO funny for this very reason)<\/em><\/span><\/span>, even into the mid 2000s.<\/p>\n<p>... But trends aren't absolute. <em>Koei<\/em> practically made nothing but hard nosed, simulationist <em>Grand Strategy<\/em> games and not every western platformer was pure Euro-Jank. Goldeneye and Perfect Dark <em>did<\/em> stealth, but they didn't <em>get<\/em> stealth. Who was the exception over here, who <em>got it<\/em>? Who figured it out over here first? Back in that piece, I theorized maybe it was time to look into <strong>Thief<\/strong> and well... <\/p>\n<p><em>Yeah the answer is Thief.<\/em><\/p>\n<h1 id=\"thief-the-dark-project\">Thief: The Dark Project<a href=\"#thief-the-dark-project\" class=\"toc-anchor after\" data-anchor-icon=\"#\" aria-label=\"Anchor\"><\/a><\/h1>\n<div markdown=\"1\" class=\"fullbox \">\n<div style=\"text-align: center;\"><\/div>\n<p><a rel=\"lightbox\" href=\"\/user\/pages\/01.writing\/thief\/thief1-2.jpg\"><img alt=\"\" src=\"\/user\/pages\/01.writing\/thief\/thief1-2.jpg\"><\/a><\/p>\n<p><a rel=\"lightbox\" href=\"\/user\/pages\/01.writing\/thief\/thief1-1.jpg\"><img alt=\"\" src=\"\/user\/pages\/01.writing\/thief\/thief1-1.jpg\"><\/a><\/p>\n<p><a rel=\"lightbox\" href=\"\/user\/pages\/01.writing\/thief\/thief1-3.jpg\"><img alt=\"\" src=\"\/user\/pages\/01.writing\/thief\/thief1-3.jpg\"><\/a><\/p>\n<\/div>\n<p>Before I finish this game design thesis, I need to talk about the most important thing about Thief.<\/p>\n<p><em>Thief is fucking cool.<\/em><\/p>\n<p>Thief is <em>so<\/em> fucking cool. <em>Looking Glass Studios<\/em> was a company of artists, writers, and musicians. 1998 is the year of <strong>Unreal<\/strong>. The FPS is the test bed genre of technology. Meanwhile, Thief is, <em>technically<\/em>, ugly. Its geometry is crude, and its textures repetitive. Still, all a good artist needs is light and shadow. The World has an uncanny-valley feel to it, like a strange papercraft playset. This is a strangeness the designers lean into, as the game becomes increasingly more occult and surreal....<\/p>","tags":["Game Log","Games"],"image":"\/user\/pages\/01.writing\/thief\/burrick.jpg"},{"title":"Returning to Goldeneye and Perfect Dark","date_published":"2026-03-06T00:00:00+00:00","id":"https:\/\/kayin.moe\/goldeneye-perfect-dark","url":"https:\/\/kayin.moe\/goldeneye-perfect-dark","content_html":"<p>I love hating on <strong>Rare<\/strong>. I love hating on pre-2000s UK games. I love hating on basically every euro-<em>whatever<\/em> genre you can think of. Half of this is joking. It was a very different gaming culture over there, with different <span markdown=\"1\" onclick=\"document.getElementById('93d61051d977eba9bea088eebe3b2d1f').togglePopover()\" popovertarget=\"93d61051d977eba9bea088eebe3b2d1f\" class=\"tooltip\" title=\"Though can we trust the social pressures that makes Dizzy the Egg make sense?\">social pressures<span markdown=\"1\" id=\"93d61051d977eba9bea088eebe3b2d1f\" class=\"tiptext\" popover=\"auto\"><em>(Though can we trust the social pressures that makes Dizzy the Egg make sense?)<\/em><\/span><\/span> due to a focus on cheap PC gaming. <span markdown=\"1\" onclick=\"document.getElementById('7f28db7f145e45144c67a9533151e96b').togglePopover()\" popovertarget=\"7f28db7f145e45144c67a9533151e96b\" class=\"tooltip\" title=\"I'll take an c64 or amiga euro-platformer over any DOS platformer, even Dizzy the Egg, don't @ me\">Half of this isn't even fair<span markdown=\"1\" id=\"7f28db7f145e45144c67a9533151e96b\" class=\"tiptext\" popover=\"auto\"><em>(I'll take an c64 or amiga euro-platformer over any DOS platformer, even Dizzy the Egg, don't @ me)<\/em><\/span><\/span>!<\/p>\n<p>... But I still <em>hate<\/em> Rare, and I hate <strong>Donkey Kong Country<\/strong> and I like to pretend the UK didn't produce a single good videogame until <strong>Blast Corps<\/strong>.<\/p>\n<p>Unfortunately <em>they made that one<\/em>. They also made a few other games after that, and while I can accuse <strong>Banjo-Kazooie<\/strong> of <em>colonizing<\/em> 3d platformers, forcing its disgustingly european focus <em>collectibles<\/em> on a genre better inherited by <span markdown=\"1\" onclick=\"document.getElementById('380986ed54cc158332714315fa0f585d').togglePopover()\" popovertarget=\"380986ed54cc158332714315fa0f585d\" class=\"tooltip\" title=\"Tony Hawk games, which themselves are Vert colonizing Street Skating???\"><em>Tony Hawk<\/em><span markdown=\"1\" id=\"380986ed54cc158332714315fa0f585d\" class=\"tiptext\" popover=\"auto\"><em>(Tony Hawk games, which themselves are Vert colonizing Street Skating???)<\/em><\/span><\/span>... I also have to admit that Goldeneye and Perfect Dark are <em>pretty good<\/em>.<\/p>\n<h1 id=\"goldeneye-007\">Goldeneye 007<a href=\"#goldeneye-007\" class=\"toc-anchor after\" data-anchor-icon=\"#\" aria-label=\"Anchor\"><\/a><\/h1>\n<p>Goldeneye is a strange game. Not so much at the time, but in the lineage of FPSs. It makes me think of <strong>Command &amp; Conquer<\/strong>. Where <strong>Warcraft<\/strong> and <strong>Starcraft<\/strong> mentally dominated peoples minds as to what an RTS should be, C&amp;C was a different, alien world of alternative core assumptions, playing at a pace and in a style that almost feels like it comes from another dimension. C&amp;C has this weird <em>arcadiness<\/em> to it, the same type of arcadiness mobile phone games inherited.<\/p>\n<p>Goldeneye feels like this, but for console FPSs. The big, core question we must ask in the 90s is 'can you play a console FPS like a <em>normal<\/em> FPS?' To that question, Goldeneye answers somewhere between 'No' and 'We're not Sure'.<\/p>\n<p>Goldeneye is, factually, an FPS... but it doesn't play like one. You can, by backporting years of console FPS experience to it, play it like one, but that's not the natural state the game was designed to support. It makes sense when you realize how early it came out in the life of the N64. This game began development not knowing if the controller was even up to the task. They didn't know if players could be that coordinated! Goldeneye was designed in a way that, if need would require it, Rare could convert it to a <em>rail shooter<\/em>.<\/p>\n<div markdown=\"1\" class=\"fullbox \">\n<div style=\"text-align: center;\"><\/div>\n<p><a rel=\"lightbox\" href=\"\/user\/pages\/01.writing\/goldeneye-perfect-dark\/virtuacop.png\"><img alt=\"\" src=\"\/user\/pages\/01.writing\/goldeneye-perfect-dark\/virtuacop.png\"><\/a><\/p>\n<p><a rel=\"lightbox\" href=\"\/user\/pages\/01.writing\/goldeneye-perfect-dark\/goldeneye.png\"><img alt=\"\" src=\"\/user\/pages\/01.writing\/goldeneye-perfect-dark\/goldeneye.png\"><\/a><\/p>\n<div style=\"text-align: center;\"><\/div>\n<\/div>\n<div markdown=\"1\" class=\"fullbox \">\n<p><small>Practically the same image<\/small><\/p>\n<\/div>\n<p>I was not surprised when I read Goldeneye took a lot of inspiration from Virtua Cop. They both have similarly paced action. Enemies pop up with a similar beat, with unique animations, and responding to locational damage in a <span markdown=\"1\" onclick=\"document.getElementById('90f97b073d16bfd848012e8be43af738').togglePopover()\" popovertarget=\"90f97b073d16bfd848012e8be43af738\" class=\"tooltip\" title=\"Well, Virtua Cop's is just aesthetic, where GE turns it into a real gameplay feature\">similar way<span markdown=\"1\" id=\"90f97b073d16bfd848012e8be43af738\" class=\"tiptext\" popover=\"auto\"><em>(Well, Virtua Cop's is just aesthetic, where GE turns it into a real gameplay feature)<\/em><\/span><\/span>. In the long hallways of Goldeneye, one is often using the <em>Aim Mode<\/em> to shoot, like a controller controlled Lightgun game. Several stages end up feeling like a...<\/p>","tags":["Game Log"],"image":"\/user\/pages\/01.writing\/goldeneye-perfect-dark\/angel.jpeg"},{"title":"Game Journal: Baby Steps","date_published":"2026-02-05T15:33:56+00:00","id":"https:\/\/kayin.moe\/baby-steps","url":"https:\/\/kayin.moe\/baby-steps","content_html":"<p>I've been a pretty consistent fan of Bennett Foddy's work. I love <strong>Getting Over It<\/strong> to the point where I got a Gold Pot by accident, just by casually playing over and over again. I've even had the pleasure to hang out with Foddy, giving a talk with him on troll games in a time so long ago it feels like <span markdown=\"1\" onclick=\"document.getElementById('6b6aff7d6bbb2e24d6bfe4c3d9ade1da').togglePopover()\" popovertarget=\"6b6aff7d6bbb2e24d6bfe4c3d9ade1da\" class=\"tooltip\" title=\"It was called fucking ROFLCON\">The Old Internet<span markdown=\"1\" id=\"6b6aff7d6bbb2e24d6bfe4c3d9ade1da\" class=\"tiptext\" popover=\"auto\"><em>(It was called fucking ROFLCON)<\/em><\/span><\/span>. There, also I had the pleasure of also meeting and talking games with Maxi Boch, one of the other co-creators of <strong>Baby Steps<\/strong>. Some of the conversations we had over 10 years ago make a lot more sense now... So yeah, I'm already bias toward liking this game. So that Gabe Cuzzillo guy must be pretty great then by association. His voice acting certainly was.<\/p>\n<p>This is, as far as tone and themes go, a <em>Foddy game<\/em>, feeling like the next logical step after Getting Over It. I don't know how much of this was <span markdown=\"1\" onclick=\"document.getElementById('a1dba160a73bdb7dd90f6294026c7f9d').togglePopover()\" popovertarget=\"a1dba160a73bdb7dd90f6294026c7f9d\" class=\"tooltip\" title=\"This game has a lot of his voice but this is clearly presented as being primary by three people and they all deserve the credit\"><em>directly him<\/em><span markdown=\"1\" id=\"a1dba160a73bdb7dd90f6294026c7f9d\" class=\"tiptext\" popover=\"auto\"><em>(This game has a lot of his voice but this is clearly presented as being primary by three people and they all deserve the credit)<\/em><\/span><\/span>, but clearly everyone involved knew what the target style was. Baby Steps is perhaps the easiest to control game he's worked on. You <em>merely<\/em> have to press a shoulder button and position your foot for <em>each and every step<\/em>. Nate, the baby-like player character, at least <em>tries<\/em> to stay upright. But a game being \"easier\" to control doesn't mean it will, as a <em>whole<\/em>, be easier. This just gives them more design room. A lot more room. The world the size of Babysteps is absurd, and impossible to transverse in any other Foddy title. While you start out awkward, like a baby, your steps become faster and more confident as you progress. Eventually, simply through player skill, you can <em>almost<\/em> walk like a normal person. <em>Sometimes<\/em>. On flat terrain. <small><em>Going straight<\/em>.<\/small><\/p>\n<p>This fits into a lot of common themes in Foddy's work. Where people think about mean spirited frustration and \"unfair\" control schemes, Foddy is equally interested in sports and human physicality. How <em>absurd<\/em> the things we do as humans are! How do we capture the weight of these things, while in something as risk free and streamlined as a videogame? A core feeling that comes up in Baby Steps is \"What does it mean to hike?\" <\/p>\n<p>This is a feeling <span markdown=\"1\" onclick=\"document.getElementById('3e6ba0662ec9038ac3eed74a3c3d2f8a').togglePopover()\" popovertarget=\"3e6ba0662ec9038ac3eed74a3c3d2f8a\" class=\"tooltip\" title=\"Death Stranding being the other one for sure that comes to mind\">most videogames struggle to capture<span markdown=\"1\" id=\"3e6ba0662ec9038ac3eed74a3c3d2f8a\" class=\"tiptext\" popover=\"auto\"><em>(Death Stranding being the other one for sure that comes to mind)<\/em><\/span><\/span>. Games are naturally built for us to reach <em>the content<\/em>. You weave through worlds, slowly seeing everything you need to see. Maybe you find something hidden now and again, but rarely do you look at something interesting in the horizon and decide \"... That's too far away to bother.\"<\/p>\n<p>A hike is defined not just by the hike itself, but what isn't hiked. You can't go to a national park and...<\/p>","tags":["Game Log"],"image":"\/user\/pages\/01.writing\/baby-steps\/header.jpg"},{"title":"Silksong Loves You","date_published":"2025-09-23T00:00:00+00:00","id":"https:\/\/kayin.moe\/silksong","url":"https:\/\/kayin.moe\/silksong","content_html":"<p>I was, as is my normal way, <em>not<\/em> on the hype train for <strong>Silksong<\/strong>. I wasn't reading updates, I wasn't <a href=\"https:\/\/www.youtube.com\/watch?v=WSkbylysplI\">Silkposting<\/a>. I wasn't desperately waiting for a release date. I had no emotional stakes in its existence.<\/p>\n<p>I really liked <a href=\"\/i-played-some-games-in-2018#hollow-knight\"><strong>Hollow Knight<\/strong><\/a>, but I didn't crave more of it. It genuinely helped remind me what the weird, vibey 'genre' we clumsily call <em>Metroidvanias<\/em> are actually about. They aren't about <a href=\"\/the-mechanics-of-a-metroidvania-are-tools-not-the-destination\">color coded doorway and breaking blocks<\/a>, but exploration. Yet the tools that <em>could<\/em> be used to create a sense of exploration <em>became<\/em> the genre in peoples minds. Hollow Knight forwent most of those tools, most of the <a href=\"\/quality-of-life\/\">\"Quality of Life\"<\/a>, and let players get lost. It <em>rewarded<\/em> them for getting lost, by making sure there was <em>real, substantial<\/em> content in every direction. You weren't left struggling to find <em>the golden path<\/em>, because there was, at least relative to the rest of the genre, little sequence to break.<\/p>\n<p>Hollow Knight... woke me up, in a sense. The first hour or two of playing it, I assumed it <em>wasn't actually that great<\/em>. The map just seemed wrong... the flow seemed wrong... areas seemed too samey -- how am I going to avoid getting lost, if you're designing like this? Isn't your invisible hand supposed to be guiding me?<\/p>\n<p><em>... And then I actually got lost.<\/em><\/p>\n<p>I didn't particularly care for the <span markdown=\"1\" onclick=\"document.getElementById('3f998aa31c76c645fd111e76b214554b').togglePopover()\" popovertarget=\"3f998aa31c76c645fd111e76b214554b\" class=\"tooltip\" title=\"I don't get why THIS is the thing every HK inspired game chooses to copy\">art style<span markdown=\"1\" id=\"3f998aa31c76c645fd111e76b214554b\" class=\"tiptext\" popover=\"auto\"><em>(I don't get why THIS is the thing every HK inspired game chooses to copy)<\/em><\/span><\/span> (Though I respected it). I didn't really dig the whole <span markdown=\"1\" onclick=\"document.getElementById('6c545be8975ddae2d1d8e2404f258036').togglePopover()\" popovertarget=\"6c545be8975ddae2d1d8e2404f258036\" class=\"tooltip\" title=\"I wasn't a bug mother yet, okay?\"><em>bug thing<\/em><span markdown=\"1\" id=\"6c545be8975ddae2d1d8e2404f258036\" class=\"tiptext\" popover=\"auto\"><em>(I wasn't a bug mother yet, okay?)<\/em><\/span><\/span>. I didn't enjoy most of the bosses that people swore were <em>really good<\/em>. None of that mattered. Playing a game that rejected 10 years of indie metroidvania \"common knowledge\" revitalized my mind.<\/p>\n<p>Silksong revitalized my <em>heart<\/em>.<\/p>\n\n<p>I don't mean that in the sense I might talk about an <strong>Undertale<\/strong>, a game with a story that genuinely moved me. Silksong has its moments, but that's not the type of feeling I'm talking about. Silksong is a game that reminded me why I <em>love<\/em> videogames. My mind, hands, and heart; all in sync. Moving felt better, all the characters felt more fleshed out, the boss fights finally fun and engaging. Sure, I was getting less lost, but in exchange I got more of a <em>sense of place<\/em>. Hallownest feels like a core sample taken from deep in the earth, showing all the layers of rock and sediment. By contrast, Pharloom feels real and lived in. Pilgrims trace paths through the world. Popup 'towns' show up, both for mutual survival and sometimes simply profit. Instead of descending deeper and deeper into a dead world, you climb through the rungs of society. The ruins of old forgotten societies still exist, but they feel more like the outliers. Like <strong>Bloodborne<\/strong>, it doesn't feel like you're a thousand years too late, but that you are there <em>in the moment<\/em>...<\/p>","tags":["Game Log","Games"],"image":"\/user\/pages\/01.writing\/silksong\/dontbethere.jpg"},{"title":"Game Journal: Lunacid - Tears of the Moon","date_published":"2025-09-01T00:00:00+00:00","id":"https:\/\/kayin.moe\/tears-of-the-moon","url":"https:\/\/kayin.moe\/tears-of-the-moon","content_html":"<p>With comments like \"Lunacid sure isn't that much like King's Field or Shadow Tower\" there was a lot of \"Okay so when are you going to play <strong>Tears of the Moon<\/strong>?\"<\/p>\n<p>Lunacid: Tears of the Moon, is a breezy prequel to Lunacid, notably made with the ancient <strong>Sword of Moonlight: King's Field Making Tool<\/strong>. It's janky, it's hard to get to display right, and it was one of the few times I was <span markdown=\"1\" onclick=\"document.getElementById('43c2eb027bce9ec068c1a6b9fe8346a1').togglePopover()\" popovertarget=\"43c2eb027bce9ec068c1a6b9fe8346a1\" class=\"tooltip\" title=\"Though when I turned it on for this game, the universal 'control windows' chords became active and I wish I could tell Valve and Microsoft that no, I NEVER, EVER want to control my actual PC with a controller, please fuck off\">happy about Steam Input profiles<span markdown=\"1\" id=\"43c2eb027bce9ec068c1a6b9fe8346a1\" class=\"tiptext\" popover=\"auto\"><em>(Though when I turned it on for this game, the universal 'control windows' chords became active and I wish I could tell Valve and Microsoft that no, I NEVER, EVER want to control my actual PC with a controller, please fuck off)<\/em><\/span><\/span>. Look, it can't be helped, these are primitive tools from a primitive yet beautiful age.<\/p>\n\n<p>It's certainly more King's Field-y, but with the Lunacid sauce poured over it. It's less difficulty focused than most KF games, but more grindy and combat focused than Lunacid. It's a nice middle ground. Kira is very aware of how many of the fun parts of King's Field is when you find something a little exploitable. A MP refill pool you can grind around, an overpowered sword or spell, whatever. It skips the struggling, down-tempo periods of those games. I enjoy those parts, but I also enjoy this leaner cut. While there is MORE combat, like Lunacid, it feels more like it exists for texture than for its own sake. To slow you down, to let you play with your toys, to make the act of dungeon crawling still feel dangerous, while presenting very little real danger. There is just enough real threat to stop you from blindly blitzing through levels<\/p>\n<p>Some other random notes.<\/p>\n<ul>\n<li>Captures that weird KF dreaminess, which is... very appropriate for a Lunacid game.<\/li>\n<li>I love the pre-rendered cutscenes and how era-accurately shitty they look.<\/li>\n<li>I love the glass keys. Technically finding a bottle of glass should be no different from any other key but the ritual of making the key, even though its only a simple prompt, makes it feel like more than it actually is. <\/li>\n<li>Yo??? Soul Pods???<\/li>\n<li>Enough added lore details to be worthwhile, while also adding some new questions and interesting revelations at the periphery of the story.\n<ul>\n<li>... Worm Goddess.<\/li>\n<\/ul><\/li>\n<li>I generally don't think Lunacid's exact story is as important as its themes and in a sense, this Tears of the Moon strikes a good balance between both.<\/li>\n<li>The ending is GREAT. Like absolutely amazing.<\/li>\n<\/ul>\n<p>I used resources around the end to 'clean up' but honestly playing this 100% blind is TOTALLY reasonable. More so than the actual PSX Kings Field games. Definitely can recommend for KF freaks who don't mind fighting ancient software issues.<\/p>\n<h1 id=\"basilisk-2000\">Basilisk 2000<a href=\"#basilisk-2000\" class=\"toc-anchor after\" data-anchor-icon=\"#\" aria-label=\"Anchor\"><\/a><\/h1>\n<p>I saw this on <a href=\"https:\/\/akuma-kira.itch.io\/basilisk-2000\">Itch<\/a> and had to get it. At only 2 bucks, why not? \"Explore an unfinished game through its level editor\". How could I not?<\/p>\n<p>It's hard to get the full experienced removed...<\/p>","tags":["Game Log"],"image":"\/user\/pages\/01.writing\/tears-of-the-moon\/header.jpg"},{"title":"Lunacid is Unchained from its Inspiration","date_published":"2025-08-29T00:00:00+00:00","id":"https:\/\/kayin.moe\/lunacid","url":"https:\/\/kayin.moe\/lunacid","content_html":"<p><strong>Inglorious Basterds<\/strong> was famously a hard movie to end. How do you end a WW2 period piece that so diverges from real history? How do you come up with a believable ending, without throwing away all the credibility you've built up? How do you untangle the knot that you yourself created, without undoing your story and your creative voice?<\/p>\n<p><em>Well, you stop caring and shoot Hitler in the face with a tommy gun.<\/em><\/p>\n<p><em>Faux retro<\/em> games hit this problem a lot too, as I would know from experience. Whether you're doing a tribute\/revival game or a <span markdown=\"1\" onclick=\"document.getElementById('4e5f7a76cc9647ed94e711811870fb67').togglePopover()\" popovertarget=\"4e5f7a76cc9647ed94e711811870fb67\" class=\"tooltip\" title=\"No, really, we should start calling games like this 'period pieces', I'm serious. That's what they are.\">period piece<span markdown=\"1\" id=\"4e5f7a76cc9647ed94e711811870fb67\" class=\"tiptext\" popover=\"auto\"><em>(No, really, we should start calling games like this 'period pieces', I'm serious. That's what they are.)<\/em><\/span><\/span>, there is a personal line you have to decide on for how much are you serving the past, and how much is the past serving you. How much do you owe the things you take influence from to represent them, and their item, with care and accuracy. How much do you owe your inspirations?<\/p>\n<p><strong>Lunacid<\/strong>, for its part, would choose to shoot Hitler in the face.<\/p>\n\n<h1 id=\"what-does-lunacid-appear-\">What does Lunacid appear to be?<a href=\"#what-does-lunacid-appear-\" class=\"toc-anchor after\" data-anchor-icon=\"#\" aria-label=\"Anchor\"><\/a><\/h1>\n<p>On a superficial level, Lunacid is a <em>King's Field-like<\/em>, a first person melee based dungeon crawler that draws particularly heavy inspiration from the <strong>Shadow Tower<\/strong> side of From's <em>KF-like<\/em> collection. It'll tick a lot of the same boxes. It'll emulate a lot of the same features, even giving you options like the <em>KF<\/em> style compass, or tank controls. But at its heart, at least in my opinion, it is not a <em>King's Field-like<\/em>. <\/p>\n<p>Lunacid is <em>inspired<\/em> by Fromsoft, but it is <em>not<\/em> a Fromsoft game. Developer <strong>Kira<\/strong> is not Fromsoft, and they do not try to be.<\/p>\n<p>Any one of us indie devs who have made \"revivalist\" game like this have tried to bring our own, unique voice to them. I may be making a <em>Castlevania-like<\/em> with <strong>Brave Earth: Prologue<\/strong>, but I <em>am not<\/em>, and <em>could not<\/em> make a <strong>Castlevania<\/strong>. My voice is too different. But I am still making a <em>genre-piece<\/em>. I'm emulating the same values of pacing, movement, and enemy placement. Hell, I originally started the game as a <em>style study<\/em>, a <span markdown=\"1\" onclick=\"document.getElementById('9cdfb439c7876e703e307864c9167a15').togglePopover()\" popovertarget=\"9cdfb439c7876e703e307864c9167a15\" class=\"tooltip\" title=\"lol\">small<span markdown=\"1\" id=\"9cdfb439c7876e703e307864c9167a15\" class=\"tiptext\" popover=\"auto\"><em>(lol)<\/em><\/span><\/span> side project.<\/p>\n<p>Lunacid isn't like that. Are you the type of nerd who <span markdown=\"1\" onclick=\"document.getElementById('8ce84261a47f071c2d27e040027ee970').togglePopover()\" popovertarget=\"8ce84261a47f071c2d27e040027ee970\" class=\"tooltip\" title=\"By the way, I don't have the time to go into this, but the soundtrack is a BOP. Kira can really do anything, can't they?\">listens to a song<span markdown=\"1\" id=\"8ce84261a47f071c2d27e040027ee970\" class=\"tiptext\" popover=\"auto\"><em>(By the way, I don't have the time to go into this, but the soundtrack is a BOP. Kira can really do anything, can't they?)<\/em><\/span><\/span> and the only thing you can do is think about what you would do with it, what a game you'd make would do it with? What the characters you create would be doing as it played? Where you basically take complete ownership of the work, [\/tool]breaking it down to mold around your own creative interests?<span markdown=\"1\" onclick=\"document.getElementById('52d979b2be055eb99971b61759a38616').togglePopover()\" popovertarget=\"52d979b2be055eb99971b61759a38616\" class=\"tooltip\" title=\"No??? Just me?? &#128560;\"><span markdown=\"1\" id=\"52d979b2be055eb99971b61759a38616\" class=\"tiptext\" popover=\"auto\"><em>(No??? Just me?? &#128560;)<\/em><\/span><\/span><\/p>\n<p>Lunacid does that, and with every FromSoftware game. It visually references them, it pays homage to them, and it styles itself after them, but it <em>does not<\/em>...<\/p>","tags":["Game Log"],"image":"\/user\/pages\/01.writing\/lunacid\/castle.jpg"},{"title":"Game Journal: Uncharted Waters: New Horizons","date_published":"2025-05-26T00:00:00+00:00","id":"https:\/\/kayin.moe\/uncharted-waters-2","url":"https:\/\/kayin.moe\/uncharted-waters-2","content_html":"<p>I've known about, and even wanted to play Uncharted Waters ever since I was a kid, but given how many games there are, I had never gotten to it. In fact, I may have never gotten to it. Often games like this just fall slowly down the <em>mental list<\/em>, until they become forgotten. <\/p>\n<p>It it can feel weird and arbitrary what old game I end up going back to. I don't go back through a queue of games, based on which I think would be the <em>best<\/em>, or <em>most important<\/em> to play. It almost ends up happening through <em>free association<\/em>.<\/p>\n<h2 id=\"pico-mayor-and-mare-merca\">Pico Mayor and Mare Mercatus<a href=\"#pico-mayor-and-mare-merca\" class=\"toc-anchor after\" data-anchor-icon=\"#\" aria-label=\"Anchor\"><\/a><\/h2>\n<p>I want to talk about two other I played a really fun Pico-8 city builder called <a href=\"https:\/\/not-articulated.itch.io\/picomayor\">Pico Mayor<\/a>, made by <em>The Plush Girls<\/em>. Real quick...<\/p>\n<div markdown=\"1\" class=\"flex \">\t\t\r\n\t\t\t\t\t<div markdown=\"1\" class=\"box70 \"><p><\/p>\n<ul>\n<li>The game abstracts a lot about the balanced needs of a city, but in being more gamey, make something that feels more <em>true<\/em>.<\/li>\n<li>You do stuff like use the happiness of your citizens like a spendable resource.<\/li>\n<li>Unlocking buildings require building certain ways, and unlocked buildings might have needs that you now find hard to satisfy with your current build.<\/li>\n<li>The game has naturally emergent <em>zoning<\/em>. Cities that people post from the game have a very real quality to them that reflects this<\/li>\n<li>The general UX for this scale of game seems <em>incredibly high<\/em>.<\/li>\n<li>The heart of urban planning seems to be making hard decisions that will make no one truly happy, and this captures that energy.<\/li>\n<li>This captures one of the most beautiful things about gameplay, communicating concepts and feelings completely through play. It is communication with all the senses.<\/li>\n<\/ul>\n<\/div>\r\n\t\t      \t\t  <div markdown=\"1\" class=\"box30 \">\n<p><a rel=\"lightbox\" href=\"\/user\/pages\/01.writing\/uncharted-waters-2\/picomayor.png\"><img alt=\"\" src=\"\/user\/pages\/01.writing\/uncharted-waters-2\/picomayor.png\"><\/a><\/p>\n<p><\/p><\/div><\/div>\n<p>Impressed by the game I poked around thee rest of their catalogue, before reaching <a href=\"https:\/\/not-articulated.itch.io\/mare-mercatus\">Mare Mercatus<\/a>, a naval trading game about designing trade routes.<\/p>\n<p>I wasn't quite the right <em>freak<\/em> for it, though. Slow, <em>mathy<\/em>, menus that are <span markdown=\"1\" onclick=\"document.getElementById('40fa4f8d0ab2deaebbbbbbc9e77406c9').togglePopover()\" popovertarget=\"40fa4f8d0ab2deaebbbbbbc9e77406c9\" class=\"tooltip\" title=\"Though I would not be surprised dissatisfaction here lead to the decisions made in Pico Mayor's UX\"><em>appropriately archaic<\/em><span markdown=\"1\" id=\"40fa4f8d0ab2deaebbbbbbc9e77406c9\" class=\"tiptext\" popover=\"auto\"><em>(Though I would not be surprised dissatisfaction here lead to the decisions made in Pico Mayor's UX)<\/em><\/span><\/span> for the style. I loved how it was presented, how progression work, how the map and developing products worked, but I couldn't make myself spend enough time with it to get past more than the first map. It's the type of game <em>I want people to play<\/em>, even if <em>I<\/em> don't want to play it.<\/p>\n<p>Mare Mercatus didn't leave me wanting to manage a trading company... but it did <span markdown=\"1\" onclick=\"document.getElementById('b5a90cc7aaba72f30150004a5d988977').togglePopover()\" popovertarget=\"b5a90cc7aaba72f30150004a5d988977\" class=\"tooltip\" title=\"... I almost went and played Escape Velocity\">leave me wanting to <em>trade<\/em><span markdown=\"1\" id=\"b5a90cc7aaba72f30150004a5d988977\" class=\"tiptext\" popover=\"auto\"><em>(... I almost went and played Escape Velocity)<\/em><\/span><\/span>... to <em>sail<\/em>.<\/p>\n<h1 id=\"uncharted-waters-new-hori\">Uncharted Waters: New Horizons<a href=\"#uncharted-waters-new-hori\" class=\"toc-anchor after\" data-anchor-icon=\"#\" aria-label=\"Anchor\"><\/a><\/h1>\n<p><em>Oh right this game exists<\/em>. An old memory re-ignited. Now instead of getting to any of a million games on my backlog, I went all the way back for <em>this<\/em>, and it <em>ruled<\/em>.<\/p>\n<p>Part of me keeps screaming that this game deserves a full writeup and not a <span markdown=\"1\" onclick=\"document.getElementById('6300d703fd07ae7d75918fb15c280eba').togglePopover()\" popovertarget=\"6300d703fd07ae7d75918fb15c280eba\" class=\"tooltip\" title=\"A distinction only I care about\"><em>Game Journal<\/em><span markdown=\"1\" id=\"6300d703fd07ae7d75918fb15c280eba\" class=\"tiptext\" popover=\"auto\"><em>(A distinction only I care about)<\/em><\/span><\/span>. I loved my time with this game and was tempted to...<\/p>","image":"\/user\/pages\/01.writing\/uncharted-waters-2\/header.png"},{"title":"Believe in Tam","date_published":"2025-04-30T00:00:00+00:00","id":"https:\/\/kayin.moe\/believe-in-tam","url":"https:\/\/kayin.moe\/believe-in-tam","content_html":"<p>I've been putting a lot of my wrestling feelings on my <a href=\"https:\/\/kayinworks.neocities.org\/wrestle\/\">side blog<\/a> these days, but I cannot justify it here. I'm not going to explain everything I should. I'm not going to give all the context this all needs. I just need to get this out.<\/p>\n<p>On April 27, at <em>All Star Grand Queendom 2025<\/em>, my favorite wrestle wrestler in the world, <strong>Tam Nakano<\/strong>, lost her career-vs-career against <span markdown=\"1\" onclick=\"document.getElementById('5a7d9de2e46c17f9db66fc6714eb004c').togglePopover()\" popovertarget=\"5a7d9de2e46c17f9db66fc6714eb004c\" class=\"tooltip\" title=\"&#129704;\"><strong>Saya Kamitani<\/strong><span markdown=\"1\" id=\"5a7d9de2e46c17f9db66fc6714eb004c\" class=\"tiptext\" popover=\"auto\"><em>(&#129704;)<\/em><\/span><\/span>, in what was the conclusion of an emotional and <span markdown=\"1\" onclick=\"document.getElementById('0bd49544603b2a6069f8ba50157f4221').togglePopover()\" popovertarget=\"0bd49544603b2a6069f8ba50157f4221\" class=\"tooltip\" title=\"I cannot write well enough to do these matches justice and I'm not going to try\">dramatic trilogy of matches<span markdown=\"1\" id=\"0bd49544603b2a6069f8ba50157f4221\" class=\"tiptext\" popover=\"auto\"><em>(I cannot write well enough to do these matches justice and I'm not going to try)<\/em><\/span><\/span>. A beautiful finish where a woman destroys her career, in an attempt to reach out and have a connection with someone one last time. <\/p>\n<p><em>It works.<\/em><\/p>\n<p>This being wrestling, no one is <em>forced<\/em> into retirement for storyline reasons. There are always <em>actual<\/em> reasons behind the scenes. Some don't even abide by their retirements. Tam, who hung around <em>Atsushi Onita<\/em>, is not coming from a place where retirement is sacred. Yet this had a sense of dramatic finality to it. I have to accept that, perhaps maybe, I have seen the final Tam Nakano match I will ever see.<\/p>\n<p>I mean that literally, too. Unless I look to dig up footage of her year in <span markdown=\"1\" onclick=\"document.getElementById('0dd07ebd842f0d17a4fad3367ac9786c').togglePopover()\" popovertarget=\"0dd07ebd842f0d17a4fad3367ac9786c\" class=\"tooltip\" title=\"... Which I might\"><em>Actwres Girl&rsquo;z<\/em><span markdown=\"1\" id=\"0dd07ebd842f0d17a4fad3367ac9786c\" class=\"tiptext\" popover=\"auto\"><em>(... Which I might)<\/em><\/span><\/span>, I've been following her journey down the so called <em>Tam Road<\/em> from the start. I remember being fond of her as the injured flunky in Oedo Tai, and the absolute drama she brought to the <em>Queen's Quest vs Oedo Tai gauntlet match<\/em>. By the rules of the match, by being the last person pinned, she was kicked out the unit.<\/p>\n<p>While the match was great, what followed was better. There was lasting hurt, between her and the pack of <span markdown=\"1\" onclick=\"document.getElementById('1204339b2536ece6469b134c0e99a0d2').togglePopover()\" popovertarget=\"1204339b2536ece6469b134c0e99a0d2\" class=\"tooltip\" title=\"Hana and Natsu did SUCH a good job with this story too\">loveable dirtbags<span markdown=\"1\" id=\"1204339b2536ece6469b134c0e99a0d2\" class=\"tiptext\" popover=\"auto\"><em>(Hana and Natsu did SUCH a good job with this story too)<\/em><\/span><\/span> she was friends with. Whenever she had to wrestle with her former cohort, their past connections oozed through every interaction. Frustration, regret, anger. Tam brought emotion out of everyone she interacted with in a way I wasn't used to coming mostly from WWE and New Japan. While Stardom at that time was mostly catering to... old japanese men with disposable income, Tam's stories felt like they were <em>for women<\/em>. Complex relationships, hate and love intertwined. Messy. <a href=\"\/wet-emotions-and-the-dry-desert-of-us-television-wrestling\">Wet<\/a>.<\/p>\n<p>I remember arguing about how great Tam seemed early on with my Eternal Stardom Buddy, Shamayel, who is always slower to warm up to new wrestlers than I am. Who also bullied me into spending my free Meet and Greet on <span markdown=\"1\" onclick=\"document.getElementById('ac7d61039758724a1f9d758e057104c1').togglePopover()\" popovertarget=\"ac7d61039758724a1f9d758e057104c1\" class=\"tooltip\" title=\"It was going to be her or Jungle Kyona, tbh\">Tam<span markdown=\"1\" id=\"ac7d61039758724a1f9d758e057104c1\" class=\"tiptext\" popover=\"auto\"><em>(It was going to be her or Jungle Kyona, tbh)<\/em><\/span><\/span> when we went to <em>Stardom American Dream In The Big Apple<\/em> in 2019. Tam wasn't my favorite wrestler then, not by a long shot, but she was one of the ones I liked and seeing her relatively short line made me feel bad. She was one of my...<\/p>","tags":["Wrestling"],"image":"\/user\/pages\/01.writing\/believe-in-tam\/header.jpg"}]}
